-
公开(公告)号:US20080242420A1
公开(公告)日:2008-10-02
申请号:US11693635
申请日:2007-03-29
申请人: Thore Graepel , Ralf Herbrich , David Shaw
发明人: Thore Graepel , Ralf Herbrich , David Shaw
IPC分类号: A63F13/00
CPC分类号: A63F13/798 , A63F13/12 , A63F2300/5566 , A63F2300/63
摘要: Matchmaking processes at online game services often result in players having to wait unacceptably long times to receive a match or immediately receiving a poorly matched session. By using a matchmaking process which dynamically adapts a good balance is achieved between the quality of proposed matches (for example, in terms of how balanced, interesting and fun those matches are likely to be) and the waiting time for potential matches. A matchmaking threshold is specified. When a player seeks a match a waiting time is observed, for example, as to how long that player waits until starting a game or dropping out. Information about such waiting times is used to dynamically update the matchmaking threshold. The update is made on the basis of a relationship between information about the observed waiting time and a target waiting time. Further control may be achieved by using separate matchmaking thresholds and target waiting times for different game categories.
摘要翻译: 在线游戏服务中的对接过程通常会导致玩家不得不等待不可接受的长时间接收匹配或立即接收到不良匹配的会话。 通过使用匹配过程,动态地适应所提出的匹配的质量之间的良好平衡(例如,在这些匹配的平衡,有趣和有趣的可能性方面)以及潜在匹配的等待时间。 指定匹配阈值。 当玩家寻找比赛时,观察到等待时间,例如,玩家在开始游戏或退出之前等待多久。 关于这种等待时间的信息用于动态地更新配对阈值。 更新是根据观察到的等待时间的信息与目标等待时间之间的关系进行的。 可以通过对不同的游戏类别使用单独的配对阈值和目标等待时间来实现进一步的控制。
-
公开(公告)号:US20080027570A1
公开(公告)日:2008-01-31
申请号:US11532452
申请日:2006-09-15
申请人: Thore K.H. Graepel , Ralf Herbrich , David Stern
发明人: Thore K.H. Graepel , Ralf Herbrich , David Stern
IPC分类号: G06F19/00
摘要: Scoring a board configuration for a territory board game is often not straightforward and yet there is a desire to determine such scores quickly and accurately. For example, in the game of GO, determining the score at the end of the game involves assessing whether stones on the board are alive or dead which is a difficult judgment. Given a board configuration, the game is played by a scoring system to obtain a terminal board configuration. This is repeated to obtain a plurality of terminal board configurations from which an assessment can be made as to how likely each board position is to be won by a particular player at the end of the game. The scoring system obtains the terminal board configurations by playing random moves or by making a biased sampling of moves. The biased sampling is made using an evaluation function or in any suitable way. In the game of GO, seki positions are quickly and easily identified. An automated game playing system uses the output of the scoring system to assess when to offer to end a game. The output of the scoring system can also be used to provide hints to players during a game.
摘要翻译: 为领土板游戏评分板块配置通常并不简单,但是希望快速,准确地确定这些分数。 例如,在GO游戏中,确定游戏结束时的分数包括评估板上的石头是活着还是死亡,这是一个困难的判断。 给定一个电路板配置,该游戏由得分系统进行,以获得一个终端板配置。 这是重复的,以获得多个终端板配置,从该终端板配置可以评估在游戏结束时由特定玩家赢得每个板位置的可能性。 评分系统通过播放随机动作或通过偏移采样来获得终端板配置。 使用评估函数或以任何合适的方式进行偏置采样。 在GO的游戏中,seki的位置很容易被识别。 自动游戏系统使用评分系统的输出来评估何时提供结束游戏。 评分系统的输出也可用于在游戏过程中向玩家提供提示。
-
公开(公告)号:US20070192169A1
公开(公告)日:2007-08-16
申请号:US11693653
申请日:2007-03-29
申请人: Ralf Herbrich , Thore Graepel , David Shaw
发明人: Ralf Herbrich , Thore Graepel , David Shaw
CPC分类号: G06Q30/02 , G06Q30/0282
摘要: Reputation systems have been used to promote trust between participants in activities including online activities such as online market places. Existing online market places provide a reputation system which is a simple cumulative registry of user ratings on a given market place member. However, this simple system is open to abuse in situations where, for example, many positive ratings are given in a fraudulent manner. By modeling both reputation of participants and required reputation of participants an improved reputation system is provided. The required reputation may be thought of as a threshold, referred to herein as a required threshold, which may be used in determining how to update an indication of the reputation of a participant in the activity. The reputation system is able to learn information about required reputation and reputation of participants using an update process which is robust to participants who consistently give feedback of a particular type.
摘要翻译: 信誉系统已被用于促进参与者之间的信任,包括在线活动,如在线市场。 现有的在线市场地点提供了一个声誉系统,这是一个简单的累积登记的用户评级在给定的市场成员。 然而,这种简单的系统在例如以欺诈方式给出许多正面评级的情况下是可以滥用的。 通过对参与者的声誉和参与者的声誉进行建模,提供了改进的声誉系统。 所需的信誉可以被认为是阈值,这里称为所需阈值,其可用于确定如何更新活动中参与者的信誉的指示。 信誉系统能够使用对持续给出特定类型的反馈的参与者是稳健的更新过程来学习关于参与者的所需信誉和声誉的信息。
-
公开(公告)号:US07167849B2
公开(公告)日:2007-01-23
申请号:US10697727
申请日:2003-10-29
申请人: Thore Graepel , Ralf Herbrich
发明人: Thore Graepel , Ralf Herbrich
CPC分类号: G06K9/6255
摘要: An adaptive pattern classifier makes use of training patterns and a known non-linear invariance transformation to generate a classifier representation based on an infinite set of virtual training samples on a training trajectory. Given the non-linear invariance transformation, optimization can be formulated as a semidefinite program (SDP), which is given by a linear objective function that is minimized subject to a linear matrix inequality (LMI). In this manner, a small training set may be virtually supplemented using the non-linear invariance transformation to learn an effective classifier that satisfactorily recognizes patterns, even in the presence of known transformations that do not change the class of the pattern.
摘要翻译: 自适应模式分类器利用训练模式和已知的非线性不变性变换来生成基于训练轨迹上的虚拟训练样本的无限集合的分类器表示。 给定非线性不变性变换,可以将优化表达为半定程序(SDP),该方案由线性目标函数给出,该函数根据线性矩阵不等式(LMI)最小化。 以这种方式,可以使用非线性不变性变换来虚拟地补充小的训练集,以学习即使在不改变模式类别的已知变换的存在下令人满意地识别模式的有效分类器。
-
公开(公告)号:US20060184260A1
公开(公告)日:2006-08-17
申请号:US11276226
申请日:2006-02-17
申请人: Thore Graepel , Ralf Herbrich
发明人: Thore Graepel , Ralf Herbrich
IPC分类号: G06F19/00
CPC分类号: G06Q10/00 , G07F17/32 , G07F17/3232 , G07F17/3239 , G07F17/3276
摘要: Scoring of each player may be based on the outcomes of a game between players who compete against each other in one or more teams of one or more players. The scoring may also consider partial play where one or more players of a game only play for a portion of the full time of the game. Additionally or alternatively, the scoring may consider partial rankings of teams where the relative ranking of one team to another may be unknown. Each player's score may be represented as a distribution over potential scores which may indicate a confidence level in the distribution representing the player's score. The scoring may be used to track a player's progress and/or standing within the gaming environment, used in a leaderboard indication of rank, and/or may be used to match players with each other in a future game.
摘要翻译: 每个玩家的得分可以基于在一个或多个玩家的一个或多个队中彼此竞争的玩家之间的游戏的结果。 评分也可以考虑游戏的一个或多个玩家仅在游戏全部时间的一部分玩的部分游戏。 另外或者替代地,评分可以考虑对一队的相对排名与另一队的相对排名可能未知的队的部分排名。 每个玩家的得分可以表示为潜在分数的分布,其可以指示表示玩家得分的分布中的置信水平。 评分可以用于跟踪玩家在排行榜中使用的游戏环境中的进展和/或站立,并且/或可以用于在未来的游戏中将玩家彼此匹配。
-
公开(公告)号:US20050245303A1
公开(公告)日:2005-11-03
申请号:US10837415
申请日:2004-04-30
申请人: Kurt Graepel , Ralf Herbrich , Julian Gold
发明人: Kurt Graepel , Ralf Herbrich , Julian Gold
CPC分类号: A63F13/67 , A63F13/10 , A63F13/58 , A63F13/833 , A63F2300/6027 , A63F2300/8029
摘要: Adaptive agents are driven by rewards they receive based on the outcome of their behavior during actual game play. Accordingly, the adaptive agents are able to learn from experience within the gaming environment. Reward-driven adaptive agents can be trained at either or both of game-time or development time. Computer-controlled agents receive rewards (either positive or negative) at individual action intervals based on the effectiveness of the agents' actions (e.g., compliance with defined goals). The adaptive computer-controlled agent is motivated to perform actions that maximize its positive rewards and minimize is negative rewards.
摘要翻译: 自适应代理由他们在实际游戏过程中根据其行为的结果而获得的奖励驱动。 因此,适应性代理能够从游戏环境中的经验中学习。 奖励驱动的自适应代理可以在游戏时间或开发时间中的任一个或两者进行训练。 计算机控制的代理人可以根据代理人的行为的有效性(例如,遵守所定义的目标),在个别行动间隔收到奖励(正或负)。 自适应计算机控制的代理人有动机执行最大化其积极奖励的行动,最小化是否定的回报。
-
公开(公告)号:US20050097068A1
公开(公告)日:2005-05-05
申请号:US10697727
申请日:2003-10-29
申请人: Thore Graepel , Ralf Herbrich
发明人: Thore Graepel , Ralf Herbrich
CPC分类号: G06K9/6255
摘要: An adaptive pattern classifier makes use of training patterns and a known non-linear invariance transformation to generate a classifier representation based on an infinite set of virtual training samples on a training trajectory. Given the non-linear invariance transformation, optimization can be formulated as a semidefinite program (SDP), which is given by a linear objective function that is minimized subject to a linear matrix inequality (LMI). In this manner, a small training set may be virtually supplemented using the non-linear invariance transformation to learn an effective classifier that satisfactorily recognizes patterns, even in the presence of known transformations that do not change the class of the pattern.
摘要翻译: 自适应模式分类器利用训练模式和已知的非线性不变性变换来生成基于训练轨迹上的虚拟训练样本的无限集合的分类器表示。 给定非线性不变性变换,可以将优化表达为半定程序(SDP),该方案由线性目标函数给出,该函数根据线性矩阵不等式(LMI)最小化。 以这种方式,可以使用非线性不变性变换来虚拟地补充小的训练集,以学习即使在不改变模式类别的已知变换的存在下令人满意地识别模式的有效分类器。
-
公开(公告)号:US08672764B2
公开(公告)日:2014-03-18
申请号:US11693635
申请日:2007-03-29
申请人: Thore Graepel , Ralf Herbrich , David Shaw
发明人: Thore Graepel , Ralf Herbrich , David Shaw
IPC分类号: A63F9/24
CPC分类号: A63F13/798 , A63F13/12 , A63F2300/5566 , A63F2300/63
摘要: Matchmaking processes at online game services often result in players having to wait unacceptably long times to receive a match or immediately receiving a poorly matched session. By using a matchmaking process which dynamically adapts a good balance is achieved between the quality of proposed matches (for example, in terms of how balanced, interesting and fun those matches are likely to be) and the waiting time for potential matches. A matchmaking threshold is specified. When a player seeks a match a waiting time is observed, for example, as to how long that player waits until starting a game or dropping out. Information about such waiting times is used to dynamically update the matchmaking threshold. The update is made on the basis of a relationship between information about the observed waiting time and a target waiting time. Further control may be achieved by using separate matchmaking thresholds and target waiting times for different game categories.
摘要翻译: 在线游戏服务中的对接过程通常会导致玩家不得不等待不可接受的长时间接收匹配或立即接收到不良匹配的会话。 通过使用匹配过程,动态地适应所提出的匹配的质量之间的良好平衡(例如,在这些匹配的平衡,有趣和有趣的可能性方面)以及潜在匹配的等待时间。 指定匹配阈值。 当玩家寻找比赛时,观察到等待时间,例如,玩家在开始游戏或退出之前等待多久。 关于这种等待时间的信息用于动态地更新配对阈值。 更新是根据观察到的等待时间的信息与目标等待时间之间的关系进行的。 可以通过对不同的游戏类别使用单独的配对阈值和目标等待时间来实现进一步的控制。
-
公开(公告)号:US20140059163A1
公开(公告)日:2014-02-27
申请号:US13594690
申请日:2012-08-24
IPC分类号: G06F15/16
CPC分类号: G06F17/30348 , G06F9/5055 , G06F9/526 , G06F2209/5015 , G06F2209/523 , H04L67/10 , H04L67/1095
摘要: Processing a request is disclosed. A request associated with a first identifier is received. A selected request handler is selected among a first plurality of request handlers to process the request. The selection of the selected request handler is based at least in part on the first identifier. The request is processed using a second identifier included in the request. Processing the request includes using a local version of a data associated with the second identifier and stored in a storage managed by the selected request handler. The local version of the data has been updated using a centralized version of the data. The centralized version of the data has been determined using processing performed by a second plurality of request handlers. The selected request handler is included in the second plurality of request handlers.
摘要翻译: 公开处理请求。 接收与第一标识符相关联的请求。 在第一多个请求处理程序中选择所选择的请求处理程序来处理该请求。 所选择的请求处理程序的选择至少部分地基于第一标识符。 使用请求中包含的第二个标识符来处理请求。 处理请求包括使用与第二标识符相关联的数据的本地版本并存储在由所选择的请求处理程序管理的存储器中。 本地版本的数据已使用集中版本的数据进行了更新。 已经使用由第二多个请求处理程序执行的处理来确定数据的集中版本。 所选择的请求处理程序被包括在第二多个请求处理程序中。
-
公开(公告)号:US08645298B2
公开(公告)日:2014-02-04
申请号:US12912428
申请日:2010-10-26
申请人: Philipp Hennig , David Stern , Thore Graepel , Ralf Herbrich
发明人: Philipp Hennig , David Stern , Thore Graepel , Ralf Herbrich
CPC分类号: G06N99/005 , G06N7/005
摘要: Machine learning techniques may be used to train computing devices to understand a variety of documents (e.g., text files, web pages, articles, spreadsheets, etc.). Machine learning techniques may be used to address the issue that computing devices may lack the human intellect used to understand such documents, such as their semantic meaning. Accordingly, a topic model may be trained by sequentially processing documents and/or their features (e.g., document author, geographical location of author, creation date, social network information of author, and/or document metadata). Additionally, as provided herein, the topic model may be used to predict probabilities that words, features, documents, and/or document corpora, for example, are indicative of particular topics.
摘要翻译: 机器学习技术可用于训练计算设备以理解各种文档(例如,文本文件,网页,文章,电子表格等)。 可以使用机器学习技术来解决计算设备可能缺乏用于理解这样的文档的人类智力的问题,例如其语义意义。 因此,主题模型可以通过顺序处理文档和/或其特征(例如,文档作者,作者的地理位置,创作日期,作者的社交网络信息和/或文档元数据)来进行培训。 另外,如本文所提供的,主题模型可以用于预测词,特征,文档和/或文档语料库例如表示特定主题的概率。
-
-
-
-
-
-
-
-
-